Part network owner transferred when other players approach

Parts that are welded on the client side will break if another player approaches…

It looks fine on the client where the weld was created, but it’s broken on the close player.

I searched within the devforum, but none of the solutions worked.

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Any changes made on the client through a local script will not be seen from the server or seen by other players

So if you weld something on the client on the server it will be seen as not welded

I forgot to say that the client is network owner using Part:SetNetworkOwner

That still won’t work you need to use Remote Events for client to server communication

That’s not possible because the server has no parts and is generated by the client

Then you need to generate the parts on the server or else you will run into the same issue

Edit: Considering the other player can see the parts being placed you must be using Remote Events to some extent so all you need to do is create the welds on the server and you should be fine

The reason I didn’t do this is because it causes lag.
The server looks like this:

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Well what your doing with your map is off-topic so ill just leave it

But your solution should be to create the welds on the server or anchor the parts if they are never supposed to move anyway

What I mean is that I can’t create a weld because there is no map on the server.

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Oh i think i get it now you can’t create the weld because the objects are welded to the map?
Well then the server needs to be able to see the map
Also how would your* map cause lag?

Here’s a solution if you don’t want to do that but before you do it i have 1 question. Is the map Anchored?
If so then i don’t see why there would be lag but you could create a anchored part on the server and weld them to that(Or if they are not supposed to move just anchor them)

But, the map has about 50,000 parts of 3x3studs, and Roblox’s default parts transfer system sends all the properties, so map load lags.
However, since only the color and position need to be sent, the part information is sent through RemoteEvent.

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Ah ok fair enough haven’t had a map that large so i wouldn’t really know .
But making 1 anchored part on the server then welding the placed parts to that should work

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Oh, I didn’t have that idea. Thank you for your help!

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